EPC2022 | Robert Osborne | Building a City in the Matrix Awakens Experience

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  • Опубліковано 15 лип 2024
  • An abridged overview of the procedural approaches and systems used to build the city in the 'Matrix Awakens Experience'. Covering topics such as city and road network look and feel, defining zoning and architecture types in the city, through to the smaller prop placement on buildings and sidewalk street furniture.

КОМЕНТАРІ • 17

  • @thornnorton5953
    @thornnorton5953 Рік тому +5

    Insightful. Glad to have the ideas of this very flexible system in the open.

  • @jmk1727
    @jmk1727 Рік тому +1

    Very much appreciate the data/info and the time/expertise that goes into a video like this and many others...if I might add a suggestion? Perhaps find points of excitement and/or make shorter 'paragraph topics' (basically your bullet points) and vocally differentiate (louder...more colorful) those from their explanations. The content is already difficult to hype up just because it's data and it can be dry but I think for me, even though I'm excited and learning all this in my free time, it can be harder to remember the information if a longer, data driven educational lecture stays mostly "linear" or flat (I'm trying to avoid using the word "monotone" ).
    Just some friendly and hopefully constructive criticism.... not that you asked for it but having spoke in front of many many people, in the beginning I was terrified, I probably did everything they tell you not to do lol so trust me I'm no "Master Speaker." Thanks again for all your time and effort, you obviously know your stuff and I, have so much to learn... 😳
    Take Care!

  • @Imad_Hamouda
    @Imad_Hamouda Рік тому

    Thanks

  • @abludungeonmaster5817
    @abludungeonmaster5817 Рік тому

    Awesome. Would love a higher res version of the graphs. We have PCG in unreal now....

  • @workflowinmind
    @workflowinmind Рік тому +1

    I felt asleep a few times but awesome talk

  • @duke222222
    @duke222222 Рік тому +2

    Are the presentation slides available anywhere?

  • @workflowinmind
    @workflowinmind Рік тому +1

    Would you use PCG if you were to do that in UE 5,2?

  • @RoBiker
    @RoBiker Рік тому

    Hello Robert, @10:55 you mention that " once the layout was locked we transfer back the splines in Houdini and used in the city graph". How does one transfer data from Unreal to Houdini?

    • @blaaablooo5233
      @blaaablooo5233 Рік тому

      i think they save it and then opening it back in houdini using TOPS

  • @philippaps44
    @philippaps44 Рік тому +1

    He mentions another talk somewhere in the video , but i cant find it

    • @poetic9234
      @poetic9234 Рік тому

      I think it is: "The Matrix Awakens: Creating a World | Tech Talk | State of Unreal 2022"
      ua-cam.com/video/xLVJP-o0g28/v-deo.html

  • @arielortiz3150
    @arielortiz3150 Рік тому +3

    I've been trying to follow along with the Unreal Engine 5 tutorial for using the city sample buildings & houdini to generate a city. But it's incorrect & giving me so many errors. From coding errors to things misssing errors. I just want to learn to generate cities procedurally like you guys did. :( Can someone please help me, I've been looking in forums, tutorials & documents everywhere, I'm not able to fix the issues I'm having.

    • @kgdllc
      @kgdllc Рік тому

      ua-cam.com/video/usJrcwN6T4I/v-deo.html

    • @Ponchos_Lab
      @Ponchos_Lab Рік тому

      same here man , did you ever figure a fix?

    • @franchocou
      @franchocou Рік тому

      you can import osm data, or use dungeon architect

    • @MasterPiffy
      @MasterPiffy Місяць тому

      @@franchocou if you watched this video even for 30 seconds you would understand why they arent using osm data

  • @SajanSingh-b9h
    @SajanSingh-b9h 8 днів тому

    I don't understand what is so new about this? How all the other open world games did it without this workflow? I guess the same approach was used for numerous games before. It is nothing new. I guess you could do the same things with CityEngine. Just the functionality was ported to Houdini I guess.